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revision 9 by dpavlin, Mon Oct 8 16:18:19 2007 UTC revision 10 by dpavlin, Mon Oct 8 16:18:27 2007 UTC
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10    
11  <!--  <!--
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13  $Id: technical.html,v 1.51 2005/06/04 22:47:49 debug Exp $  $Id: technical.html,v 1.53 2005/06/27 17:31:50 debug Exp $
14    
15  Copyright (C) 2004-2005  Anders Gavare.  All rights reserved.  Copyright (C) 2004-2005  Anders Gavare.  All rights reserved.
16    
# Line 45  SUCH DAMAGE. Line 45  SUCH DAMAGE.
45  <p><br>  <p><br>
46  <h2>Technical details</h2>  <h2>Technical details</h2>
47    
48  <p>  <p>This page describes some of the internals of GXemul.
 This page describes some of the internals of GXemul.  
   
 <p>  
 <font color="#e00000"><b>NOTE: This page is probably not  
 very up-to-date by now.</b></font>  
49    
50  <p>  <p>
51  <ul>  <ul>
52    <li><a href="#overview">Overview</a>    <li><a href="#speed">Speed and emulation modes</a>
   <li><a href="#speed">Speed</a>  
53    <li><a href="#net">Networking</a>    <li><a href="#net">Networking</a>
54    <li><a href="#devices">Emulation of hardware devices</a>    <li><a href="#devices">Emulation of hardware devices</a>
55    <li><a href="#regtest">Regression tests</a>    <li><a href="#regtest">Regression tests</a>
# Line 64  very up-to-date by now.</b></font> Line 58  very up-to-date by now.</b></font>
58    
59    
60    
 <p><br>  
 <a name="overview"></a>  
 <h3>Overview</h3>  
   
 In simple terms, GXemul is just a simple fetch-and-execute  
 loop; an instruction is fetched from memory, and executed.  
   
 <p>  
 In reality, a lot of things need to be handled. Before each instruction is  
 executed, the emulator checks to see if any interrupts are asserted which  
 are not masked away. If so, then an INT exception is generated. Exceptions  
 cause the program counter to be set to a specific value, and some of the  
 system coprocessor's registers to be set to values signifying what kind of  
 exception it was (an interrupt exception in this case).  
   
 <p>  
 Reading instructions from memory is done through a TLB, a translation  
 lookaside buffer. The TLB on MIPS is software controlled, which means that  
 the program running inside the emulator (for example an operating system  
 kernel) has to take care of manually updating the TLB. Some memory  
 addresses are translated into physical addresses directly, some are  
 translated into valid physical addresses via the TLB, and some memory  
 references are not valid. Invalid memory references cause exceptions.  
   
 <p>  
 After an instruction has been read from memory, the emulator checks which  
 opcode it contains and executes the instruction. Executing an instruction  
 usually involves reading some register and writing some register, or perhaps a  
 load from memory (or a store to memory). The program counter is increased  
 for every instruction.  
   
 <p>  
 Some memory references point to physical addresses which are not in the  
 normal RAM address space. They may point to hardware devices. If that is  
 the case, then loads and stores are converted into calls to a device  
 access function. The device access function is then responsible for  
 handling these reads and writes.  For example, a graphical framebuffer  
 device may put a pixel on the screen when a value is written to it, or a  
 serial controller device may output a character to stdout when written to.  
   
   
61    
62    
63  <p><br>  <p><br>
64  <a name="speed"></a>  <a name="speed"></a>
65  <h3>Speed</h3>  <h3>Speed and emulation modes</h3>
66    
67  There are two modes in which the emulator can run, <b>a</b>) a straight forward  So, how fast is GXemul? There is no good answer to this. There is
68  loop which fetches one instruction from emulated RAM and executes it  especially no answer to the question <b>What is the slowdown factor?</b>,
69  (described in the previous section), and <b>b</b>)  because the host architecture and emulated architecture can usually not be
70  using dynamic binary translation.  compared just like that.
71    
72  <p>  <p>Performance depends on several factors, including (but not limited to)  
73  Mode <b>a</b> is very slow. On a 2.8 GHz Intel Xeon host the resulting  host architecture, host clock speed, which compiler and compiler flags
74  emulated machine is rougly equal to a 7 MHz R3000 (or a 3.5 MHz R4000).  were used to build the emulator, what the workload is, and so on. For
75  The actual performance varies a lot, maybe between 5 and 10 million  example, if an emulated operating system tries to read a block from disk,
76  instructions per second, depending on workload.  from its point of view the read was instantaneous (no waiting). So 1 MIPS
77    in an emulated OS might have taken more than one million instructions on a
78  <p>  real machine.
79  Mode <b>b</b> ("bintrans") is still to be considered experimental, but  
80  gives higher performance than mode <b>a</b>. It translates MIPS machine  <p>Also, if the emulator says it has executed 1 million instructions, and
81  code into machine code that can be executed on the host machine  the CPU family in question was capable of scalar execution (i.e. one cycle
82  on-the-fly. The translation itself obviously takes some time, but this is  per instruction), it might still have taken more than 1 million cycles on
83  usually made up for by the fact that the translated code chunks are  a real machine because of cache misses and similar micro-architectural
84  executed multiple times.  penalties that are not simulated by GXemul.
85  To run the emulator with binary translation enabled, just add  
86  <tt><b>-b</b></tt> to the command line.  <p>Because of these issues, it is in my opinion best to measure
87    performance as the actual (real-world) time it takes to perform a task
88  <p>  with the emulator. Typical examples would be "How long does it take to
89  Only small pieces of MIPS machine code are translated, usually the size of  install NetBSD?", or "How long does it take to compile XYZ inside NetBSD
90  a function, or less. There is no "intermediate representation" code, so  in the emulator?".
91  all translations are done directly from MIPS to host machine code.  
92    <p>The emulation technique used varies depending on which processor type
93  <p>  is being emulated. (One of my main goals with GXemul is to experiment with
94  The default bintrans cache size is 16 MB, but you can change this by adding  different kinds of emulation, so these might change in the future.)
 <tt>-DDEFAULT_BINTRANS_SIZE_IN_MB=<i>xx</i></tt> to your CFLAGS environment  
 variable before running the configure script, or by using the  
 <tt>bintrans_size()</tt> configuration file option when running the emulator.  
95    
96  <p>  <ul>
97  By default, an emulated OS running under DECstation emulation which listens to    <li><b>MIPS</b><br>
98  interrupts from the mc146818 clock will get interrupts that are close to the          There are two emulation modes. The most important one is an
99  host's clock. That is, if the emulated OS says it wants 100 interrupts per          implementation of a <i>dynamic binary translator</i>.
100  second, it will get approximately 100 interrupts per real second.          (Compared to real binary translators, though, GXemul's bintrans
101            subsystem is very simple and does not perform very well.)
102            This mode can be used on Alpha and i386 host. The other emulation
103            mode is simple interpretation, where an instruction is read from
104            emulated memory, and interpreted one-at-a-time. (Slow, but it
105            works. It can be forcefully used by using the <tt>-B</tt> command
106            line option.)
107      <p>
108      <li><b>ARM</b><br>
109            This mode does not really work yet, but will use
110            dynamic translation, but not binary translation. Stay tuned. :-)
111      <p>
112      <li><b>URISC</b><br>
113            Simple interpretation, one instruction at a time. There is probably
114            no other way to emulate URISC, because it relies too heavily
115            on self-modifying code.
116      <p>
117      <li><b>POWER/PowerPC</b><br>
118            This emulation mode is very much unfinished, but still enabled by
119            default. So far it uses plain interpretation, where an instruction
120            is read from emulated memory, and interpreted one at a time.
121            Slow. Not very interesting.
122      <p>
123      <li><b>x86</b><br>
124            Although too unstable and non-working to be enabled by default,
125            there is some code for emulating x86 machines. It simply reads
126            one instruction at a time from emulated memory, and executes it.
127            This is as slow as it gets. Not very interesting.
128    </ul>
129    
 <p>  
 There is however a <tt><b>-I</b></tt> option, which sets the number of  
 emulated cycles per seconds to a fixed value. Let's say you wish to make the  
 emulated OS think it is running on a 40 MHz DECstation, and not a 7 MHz one,  
 then you can add <tt><b>-I 40000000</b></tt> to the command line. This will not  
 make the emulation faster, of course. It might even make it seem slower; for  
 example, if NetBSD/pmax waits 2 seconds for SCSI devices to settle during  
 bootup, those 2 seconds will take 2*40000000 cycles (which will take more  
 time than 2*7000000).  
130    
 <p>  
 The <b><tt>-I</tt></b> option is also necessary if you want to run  
 deterministic experiments, if a mc146818 (or similar) device is present.  
131    
 <p>  
 Some emulators make claims such as "x times slowdown," but in the case of  
 GXemul, the host is often not a MIPS-based machine, and hence comparing  
 one MIPS instruction to a host instruction doesn't work. Performance depends on  
 a lot of factors, including (but not limited to) host architecture, host speed,  
 which compiler and compiler flags were used to build GXemul, what the  
 workload is, and so on. For example, if an emulated operating system tries  
 to read a block from disk, from its point of view the read was instantaneous  
 (no waiting). So 1 MIPS in an emulated OS might have taken more than one  
 million instructions on a real machine.  Because of this, imho it is best  
 to measure performance as the actual (real-world) time it takes to perform  
 a task with the emulator.  
132    
133    
134    
# Line 183  a task with the emulator. Line 137  a task with the emulator.
137  <a name="net"></a>  <a name="net"></a>
138  <h3>Networking</h3>  <h3>Networking</h3>
139    
140  Running an entire operating system under emulation is very interesting in  <font color="#ff0000">NOTE/TODO: This section is very old and a bit
141  itself, but for several reasons, running a modern OS without access to  out of date.</font>
142  TCP/IP networking is a bit akward. Hence, I feel the need to implement TCP/IP  
143  (networking) support in the emulator.  <p>Running an entire operating system under emulation is very interesting
144    in itself, but for several reasons, running a modern OS without access to
145    TCP/IP networking is a bit akward. Hence, I feel the need to implement
146    TCP/IP (networking) support in the emulator.
147    
148  <p>  <p>
149  As far as I have understood it, there seems to be two different ways to go:  As far as I have understood it, there seems to be two different ways to go:
# Line 373  a CDROM ISO image. You can use a read-wr Line 330  a CDROM ISO image. You can use a read-wr
330  files in both directions, but then you should be aware of the  files in both directions, but then you should be aware of the
331  fragmentation issue mentioned above.  fragmentation issue mentioned above.
332    
333    <p>TODO: Write a section on how to connect multiple emulator instances.
334    (Using the <tt>local_port</tt> and <tt>add_remote</tt> configuration file
335    commands.)
336    
337    
338    
339    
340    
# Line 381  fragmentation issue mentioned above. Line 343  fragmentation issue mentioned above.
343  <a name="devices"></a>  <a name="devices"></a>
344  <h3>Emulation of hardware devices</h3>  <h3>Emulation of hardware devices</h3>
345    
346  Each file in the device/ directory is responsible for one hardware device.  Each file in the <tt>device/</tt> directory is responsible for one
347  These are used from src/machine.c, when initializing which hardware a  hardware device. These are used from <tt>src/machine.c</tt>, when
348  particular machine model will be using, or when adding devices to a  initializing which hardware a particular machine model will be using, or
349  machine using the <b>device()</b> command in configuration files.  when adding devices to a machine using the <tt>device()</tt> command in
350    configuration files.
351    
352  <p>  <p><font color="#ff0000">NOTE: The device registry subsystem is currently
353  <font color="#ff0000">NOTE: 2005-02-26: I'm currently rewriting the  in a state of flux, as it is being redesigned.</font>
 device registry subsystem.</font>  
354    
355  <p>  <p>(I'll be using the name "<tt>foo</tt>" as the name of the device in all
356  (I'll be using the name 'foo' as the name of the device in all these  these examples.  This is pseudo code, it might need some modification to
 examples.  This is pseudo code, it might need some modification to  
357  actually compile and run.)  actually compile and run.)
358    
359  <p>  <p>Each device should have the following:
 Each device should have the following:  
360    
361  <p>  <p>
362  <ul>  <ul>
363    <li>A devinit function in dev_foo.c. It would typically look    <li>A <tt>devinit</tt> function in <tt>src/devices/dev_foo.c</tt>. It
364          something like this:          would typically look something like this:
365  <pre>  <pre>
366          /*          /*
367           *  devinit_foo():           *  devinit_foo():
# Line 438  Each device should have the following: Line 398  Each device should have the following:
398          }                }      
399  </pre><br>  </pre><br>
400    
401    <li>At the top of dev_foo.c, the foo_data struct should be defined.    <li>At the top of <tt>dev_foo.c</tt>, the <tt>foo_data</tt> struct
402            should be defined.
403  <pre>  <pre>
404          struct foo_data {          struct foo_data {
405                  int     irq_nr;                  int     irq_nr;
# Line 446  Each device should have the following: Line 407  Each device should have the following:
407          }          }
408  </pre><br>  </pre><br>
409    
410    <li>If foo has a tick function (that is, something that needs to be    <li>If <tt>foo</tt> has a tick function (that is, something that needs to be
411          run at regular intervals) then FOO_TICKSHIFT and a tick function          run at regular intervals) then <tt>FOO_TICKSHIFT</tt> and a tick
412          need to be defined as well:          function need to be defined as well:
413  <pre>  <pre>
414          #define FOO_TICKSHIFT           10          #define FOO_TICKSHIFT           10
415    

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